Race: Dullahan

by ChosenOfKerensky

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The Dullahan

Ability Score Increase. Your Constitution score increases by 1 and one other ability score of your choice increases by 2.

Age. Dullahan do not age due to their undead nature. They are created through a dark, fey ritual, where they are decapitated and remade in their new form.

Alignment. Dullahan are not drawn towards any particular alignment, often retaining their alignment from before their transformation, but those that are drawn to such a change are often evil.

Size. Dullahan retain their height from before their transformation. You are a size medium or small creature.

Speed. Your base walking speed is 30 feet if you are a medium sized creature, or 25 if you are small.

Fey Nature. Your creature type is fey, rather than humanoid. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision. Your head can see in dark light in dim conditions due to the dark ritual you partook in. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Unseelie Death. You exist in a state between death and life, and lack most mortal needs. You do not need to eat or breathe, but you can ingest food or drink if you wish, provided your head is attached to your body. You do not need to sleep but must still rest for 4 hours each day, remaining semi-conscious. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Magic of the Hunt. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hunter's mark spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the knock spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Aurophobic. You are inherently afraid of gold. You will never accept payment in it, instead preferring it come from other sources of coin or in precious gems, or will make trusted friends carry it for you. You have disadvantage on intimidation checks and saving throws against being frightened against creatures made of or wearing large amounts of gold. Gold and gold-plated weapons have advantage on attack rolls against you.

Headless. Your head and body are separated. During a long rest, you can choose to sew your head back to your body, reattaching them. You cannot be killed by decapitation. While separated, you gain the following effects:

  • Your body always knows the distance and direction to your head. Any effect that prevents divination magic prevents this effect.
  • Your body is blinded unless your head can see it and the surrounding area.
  • Your body is deafened.
  • While carrying your head, it casts dim light in a 20 foot radius.
  • Your head performs the verbal components of spells while your body performs the somatic. Spells without somatic components are cast from your head, while ones without verbal components are cast from your body. If it requires both, you choose where it originates from. Your head and body must be within 60 feet of each other to cast a spell that requires both. Spells requiring a material component require the component or substitute, such as a holy symbol, be on either your body or head. You may cast spells that require seeing a target or location as long as your head can see them.
  • While not carried, your head is prone and can be targeted. It has AC equal to yours but cannot benefit from dexterity or armor that does not include a helmet. You cannot be damaged twice by an area of effect due to this. Your head automatically fails Dexterity saving throws.

Languages. You can speak Common and Sylvan.

 

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